Release on Android, iOS, the web browsers and many more platforms with one single code base:
Starling is based on Stage3D and thus minimizes the friction involved in deploying to multiple platforms.

Many successful Starling games can be found on Facebook and Steam, as well as Apple's and Google's mobile app stores.
Coming soon: support for Apple TV!

Warp 9.1 Performance

Countless hours of performance optimizations have reduced the memory,
CPU and GPU footprint of Starling to a minimum. For you, fortunately,
all of this is happening behind the scenes: Create your game and let
Starling worry about the performance.

Easy on the Battery

Unlike most other game frameworks, Starling makes an effort not to drain your
user's batteries. Unchanged parts of the display list are cached and reused in the
next frame; when a completely static scene is encountered, the display buffer
is simply reused.

starling.skipUnchangedFrames=true;

Hierarchical Display Tree

Organize your objects in hierarchical trees, with parent-child relationships.
This provides an intuitive and powerful way to build your game from concrete blocks.

Texture handling can't get any simpler than in Starling.
You can load a bunch of different formats (including Adobe's new ATF format),
create SubTextures, transform texture coordinates, or even tint with colors.

Write your game once, and deploy it to devices with all kinds of screen resolutions
(e.g. the iPads 1, 2, 3). Starling will choose the optimal set of textures at run-time.

// the contentScaleFactor takes care of the resolutionvarscaleFactor:Number=Starling.current.contentScaleFactor;vartexture:Texture=Assets.getTexture("bunny",scaleFactor);trace(texture.width);// will take the scale factor into account

Texture Atlases

Also know as "sprite sheets", texture atlases combine many small textures into one big texture,
which greatly accelerates rendering on typical GPU architectures. Starling supports them transparently.

Choose between several filters to modify the look of your display objects. Add a blur or drop shadow, modify the colors or wreak havoc with a displacement map — all processed directly by the GPU. If you're a serious hacker, you can even write your own custom shaders!

Use different blend modes to create special effects, like glowing fire or dynamic highlights.

varimage:Image=newImage(texture);image.blendMode=BlendMode.SCREEN;

Tweens

Starling contains its own, powerful tweening system. It allows you animate your objects
properties with different transition curves. You can even group animations, using the
innovative "Juggler" system.

Starling unifies touch and mouse input, which makes it easy for you to handle both input
methods at the same time. Multitouch is baked right into the engine.

privatefunction onTouch(event:TouchEvent):void{// get all moving touchesvartouches:Vector.<Touch>=event.getTouches(this,TouchPhase.MOVED);}

Bitmap Fonts

Starling supports classic TrueType fonts and Bitmap Fonts. Those provide the best performance
you can get with GPU text rendering. They also make it easy to style your text with outlines,
shadows, etc.

Starling was built from the ground up to be easy to understand, modify and extend. Write
custom display objects, plug in your own fragment and vertex shaders, or use Starling in
any other way we have never even thought of.

publicoverridefunction render(painter:Painter):void{/* ... */}

A No-Fuzz Backend

Successful games need a backend.
A server-side that stores your players' data. Servers that analyze your games and help you debug your releases.
That's why there is Flox: the no-fuzz game backend.

Equip your Starling game with a complete backend and get in-depth game analytics, your players' logs, a place to store data and much more.
Flox is the perfect match for Starling-powered games.